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At the Adventurers' Table

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Rolling now.


[dice]5956[/dice]


[dice]5957[/dice]
 
And those result in a Fat Lotta Nuthin'. Sorry, Kaerri-darlin'. =)
 
Reflex save +9


Captain Hesperus


[dice]5959[/dice]


 
*throws the site dice roller across the room*
 
*Picks up the site dice roller and throws it again!*
 
I cannot believe how I can get so many consistently poor rolls on this site...


Captain Hesperus
 
You and me both! I repeat an option you know well by now, good Cap'n - choose a die color and I'll roll it right here at my computer desk for you. I'm convinced these site rolling dice despise you, man...
 
Ahh... Shoot. I should have specified - For future rolls, I can roll for you. I have to take that 1, I'm afraid.


Sorry for the confusion.
 
Site-roller: "Don't look at me, man, I'm just shooting for game balance! That many likes, he's got to be OP."
 
Worry not, Cap'n. As I learned from a Dragon magazine long ago, I feel that a good Game Master lets players kill themselves or fall prey to poor die rolls (as if you needed any further danger in this game, right?).


And... I have had enough of this, folks... =)


@Captain Hesperus @Kaerri @killfire @Wolf Rawrrr @Sherwood


I think it is high time I introduced another House Rule, this one from our tabletop game - Action Points!

Important Storyteller Notes: We are only using Action Points for their "Add to A Roll" benefit (see website link if you want further details - I have copy/pasted our relevant information below). Each character now has 8 Action Points to spend - Please record these on your character sheet.


I have edited out the information below to only include the die-raising features. As usual, if you have any questions, let me know.


From: D20srd.com


Action points also make it more likely that the use of a character’s most potent abilities will be successful. For example, although its overall effect on an encounter might be minimal, few things frustrate a paladin more than missing with a smite attack—an event that becomes less likely when using action points.


That said, action points can also lead characters to routinely get in over their heads (relying on action points to save themselves), and for GMs to unconsciously increase the difficulty of encounters (since characters are more likely to succeed against foes of equal power). This is as fine as long as the characters have a reserve of such points to spend—but if they run out, encounters that would otherwise be merely challenging can become incredibly deadly. Keep the number of action points available to your characters in mind when designing encounters.


For GMs who are worried that action points increase the power level of characters without an offsetting cost, there’s an easy solution. Just think of each action point as a one-use magic item with a broad range of possible effects. With that analogy, it becomes easy to justify reducing the amount of treasure awarded to balance out the accrual of action points. Note that this is merely a tool for GMs interested in carefully monitoring character power levels; action points should never be for sale.


An action point is roughly equivalent to a magic item worth 100 gp per character level (since the higher a character’s level, the more potent the effect).


Acquiring Action Points


A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.


Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM’s option.


Action Points and Existing Games


Adding action points to an existing campaign is easy, since characters don’t need to make any special changes. Each character simply gains a number of action points equal to 5 + 1/2 his character level.


NPCs and Action Points


Most NPCs probably shouldn’t have action points, due to the added complexity this would create. In the case of important villains or other significant characters, however, the GM may award them an appropriate number of action points to use against the player characters. A number of action points equal to 1/2 the NPC’s level is a good baseline.


Using Action Points


You can spend 1 action point either to add to a single d20 roll.


You can spend 1 action point in a round.


Add to a Roll


When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.


Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.


Character LevelAction Point Dice Rolled
1st-7th1d6
8th-14th2d6
15th-20th3d6


Now that this is added, I have two important questions to ask:


1. Does everyone understand how Action Points work?


2. Do you want the NPCs in the Wanderers (I.e. Bria and Powerpaw) to have or not have Action Points?



 
Me vs. the site dice roller... =)


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I love Action Points.


In Dann's previous games, NPCs that were part of the player's party had Action Points. I'm in favor of them getting them now.


To clarify something (I asked the GM, but he was running late for work so he didn't have time to post it):


You can choose to use an Action Point either before or after you roll - but you do have to declare it before the GM tells you what happened because of that roll.


When to use Action Points Kaerri: Hey, Dann, can I have Bren make a Knowledge: Nature roll?


Dann: Sure, go ahead.


Kaerri: Oh, darn, only rolled a 10... hey, can I spend an Action Point? This is pretty important.


Dann: Go for it!


Kaerri: Yay!
When NOT to use Action Points Kaerri: Hey Dann, can I have Bren make a Climb roll?


Dann: I hope so, it's a long way down out of that tree you're in!


Kaerri: Whoops, got a 5 on that.


Dann: Bren is now falling from the tree!


Kaerri: Oh, can I use an Action Point on that Climb roll?


Dann: Sorry, but no, you've already heard the result!


Kaerri: Owwie.
 
Seems simple enough, I guess. I don't care whether or not the NPCs get APs. It complicates things for the ST, unless he doesn't mind *woof*
 
I, for one, WELCOME our new AP masters.


Captain Hesperus


*kicks the site dice roller for good measure*
 
So, you only get more action points with leveling up? And they do not apply to a damage roll, but can apply to a to hit roll, correct? I have no objections to the Action Point idea if our ST doesn't mind the extra paperwork.
 
lemme see if I got it right tho *rawrrr*


- our characters will now have 8 AP


- AP is only replenished by leveling up, when it adds 5+1/2 lvl


- we can spend 1 AP/round to improve any d20 roll by 1d6 (at current lvl)


- the AP bonus can be applied both with a d20 roll as well as immediately after


Only one question comes to mind. Does AP stack? *woof*


In other words can we stock up on action points or do they get reset upon level up to the new value?
 
Sherwood said:
And they do not apply to a damage roll, but can apply to a to hit roll, correct?
Unless we get to roll 1d20 on damage! Just kidding. In the past we've used them on attack rolls, saving throws, skill checks...basically anything that required a 1d20 roll, but not anything else.
Sherwood said:
- AP is only replenished by leveling up, when it adds 5+1/2 lvl
Not...exactly. Dann reminded me earlier that in previous games, the players have come across items that replenished AP between levels. Sort of like when the star landed behind us, and the spellcasters found their spells had been replenished - it's pretty rare, but it does happen. As far as I know (and I ain't the GM!), those rare items are the only way to replenish AP aside from normal leveling up.
[QUOTE="Wolf Rawrrr]- the AP bonus can be applied both with a d20 roll as well as immediately after

[/QUOTE]More a matter of "or" rather than "as well as," if you get my meaning. It's still only once per round, just a matter of when you choose to invoke it (either before you roll or immediately after, i.e. before the GM comments on it).
[QUOTE="Wolf Rawrrr]In other words can we stock up on action points or do they get reset upon level up to the new value?

[/QUOTE]They reset to the new value when you level.
 
Here is another question. If you are using a AP on an attack roll, and on the d20 you happen to roll a 18. Then, on the bonus die bought with the AP, you roll a 2. Does that count as a critical hit, since the combined total is a 20? Or is the critical chance still based off of the d20's original roll?


Also, do the NPC opponents we run into have this bonus too?
 
In the past, the bonus from AP has counted towards the natural roll, so if Dann is still working it that way, an 18 on the die followed by 2 on the AP would indeed count as a natural 20. (We've had some "natural" 21s and 22s that way as well!)
 
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